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Commander Fury

CCFURY
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Everything posted by Commander Fury

  1. The most wonderful time of the year in FIFA Ultimate Team (FUT) is back! Whether you have been naughty or nice, enjoy FUTmas this holiday season with a variety of SBCs, themed Weekly Objectives, special holiday offers, and much more. Starting on Friday, December 15, log in to FIFA 18 Ultimate Team on PlayStation 4 to discover new FUT content, available for a limited time. New and fan favorite Squad Building Challenges (SBCs) will be released throughout the event, including FUTmas Countdown SBCs. As part of the Countdown, three player challenges will be released every day from December 15 until December 24, only available for 24 hours. Spread FUTmas cheer throughout the week by completing a variety of themed weekly objectives to unwrap great rewards. And check your FUTmas stockings throughout the week for exclusive, limited-time holiday offers sure to make you jolly. Finally, don’t miss another chance to get your FUT squad in the holiday spirit by picking up three unique FUTmas kits that can be earned using different methods–be sure to log in to FUT all week to find out how. What is FUT? FIFA Ultimate Team (FUT) is the most popular mode in FIFA, played by millions all over the world every day. FUT lets you build your dream FIFA squad from scratch and compete with it in a variety of single player and online modes. How Do I Get Started in FUT? When you go to the Ultimate Team tab in FIFA 18, you’ll begin your FUT journey by receiving a starter pack containing enough player items to fill out your starting XI, followed by your choice of a loan player item that can only be used in a limited number of matches. To help customize your squad, you’ll also choose from a selection of real-world home and away kits and club badges. How Do I Improve My FUT Squad? If your team isn’t full of stars right out of the gate, Ultimate Team provides plenty of ways to improve it — some easy and quick, others that challenge you in exchange for better rewards. Completing a variety of in-game objectives*, as well as playing in matches, are the best ways to earn these rewards. Rewards can be FUT Coins, digital packs filled with player and consumable items, or a combination of both. Once you earn enough Coins, you can use them to buy more packs from the store or bid on players on the FUT transfer market. REQUIRES FIFA 18 ON PLAYSTATION 4 (SOLD SEPARATELY), ALL GAME UPDATES, INTERNET CONNECTION, AND EA ACCOUNT TO PLAY. NOT ALL FEATURES AVAILABLE ON ALL PLATFORMS. PLEASE VISIT https://www.easports.com/fifa/features FOR DETAILS. © 2017 Electronic Arts Inc. EA, EA SPORTS, the EA SPORTS logo and Ultimate Team are trademarks of Electronic Arts Inc. Official FIFA licensed product. © FIFA and FIFA’s Official Licensed Product Logo are copyrights and/or trademarks of FIFA. All rights reserved. Manufactured under license by Electronic Arts Inc. All other trademarks are the property of their respective owners. View the full article
  2. I made my first Star Wars drawing – in ballpoint pen on the back of an envelope – immediately after seeing Star Wars: A New Hope. It was a portrait of Luke Skywalker. Or it may have been Han Solo. Some areas around the chin looked sort of like Greedo. Honestly, it wasn’t very good, but that didn’t matter, because for the few minutes I was drawing, I was off-world, on the Death Star, shooting at stormtroopers and saving a princess. In the years since that first drawing, I’ve been creating work based on science-fiction and pop-culture for some of the most well-known companies in the world. I’ve probably drawn Luke Skywalker about a thousand times. And still, every single time the pencil hits the paper and another Star Wars drawing begins, the same sense of wonder and magic come back to me. I was incredibly excited when the opportunity of creating a Star Wars Battlefront II inspired PlayStation theme was presented to me and had all sorts of ideas as to what could be done. In my mind I was looking for color, for action, and for a sort of “retro/propaganda” feeling, and I believe that comes across nicely in the work. Download Theme at PlayStation Store To take you behind the creative process here is that path I take on a project like this. First I spend a couple of days doing research – I’m sometimes looking for images of the characters I’ll be depicting, but I also spend time just checking out art, sort of free associating and following whatever trail the web lays out for me. In this instance, I started by looking at vintage racing posters, WPA artwork from the 30’s, and street art created by folks like Banksy and Shepard Fairey. This an important step. Inspiration is a collaborative process, and seeing what others have done almost always gives me an idea or ignites a spark in the creative part of my mind. After I create my initial comps and share them with the group involved in the project, I sit at home in my darkened studio, convincing myself that everything I do sucks, and that at some point in the next few days, I’ll get an email firing me. (Luckily, that hasn’t happened yet, but I still get the same butterflies every single time.) I usually send a couple of ideas, and after one is selected, I begin revising, incorporating suggestions and tightening up areas that could stand to be improved. In this instance, I spent most of my time revising Iden’s face, moving from an angular interpretation to something more feminine. It was also at this stage that I decided to drop the gun and add Iden’s droid, ID10. Ultimately ending up arriving at what you can download today for free! Although it was important to me that the pieces I created focused on Iden, my initial comps included some hints to the other characters she would encounter in her journey. Then, as I worked, and learned more about Iden’s importance in the giant, sprawling story of Star Wars, I decided that she deserved some time to herself, and dropped the supporting characters, with the exception of ID9. Additionally, while my initial intent was to depict Iden helmeted, I sort of fell under Janina Gavankar’s spell – Her enthusiasm and excitement are contagious, and entirely evident on her face. I thought it might be cool to show that, particularly since the Battlefront II story isn’t only about laser blasts and lightsabers. It’s also about doing the right thing, and finding the courage to act in the face of overwhelming odds. Ultimately, Iden’s story is also about finding her humanity, and I thought the best way to show that would be to simply show her face. My initial attempts. It’s obvious something’s missing here. There’s no sense of immediacy, no “Call To Action”. There’s no movement here, and the viewer is on the outside looking in. Finally, the focus is barely on Iden. These are like appetizers at a chain restaurant: They’re not very good, but they at least make you hungry enough to try something else. Creating this piece reinforced my contention that, at least with our initial work, the best idea would be to concentrate entirely on Iden. I like this image, but, ultimately, the story we’re telling is Iden’s, and I wanted the focus to be entirely on her. I’m on the right track here, but I don’t like either the composition or my color choices. It also occurred to me around this point that I should include another element. So close! I don’t like the angularity here, though, nor the fact that the composition is basically the same as the other piece. It was easy to soften her face, but the compositional aspect had me stumped. Then, sometime around 2am, as I was playing the game, inspiration slapped me on the back of the head, and it occurred to me how much sense it made to drop the gun and add ID10. I STILL felt like the backgrounds were too complicated. Dropping the third color simplified things, and I finally felt like I had achieved my goal. I usually get the question of “Do you have an all-time favorite Star Wars poster from one of the films?” Well I have a few!I absolutely love Drew Struzan and Charles White’s “Circus” poster. I also dig Kazuhiro Sano’s one-sheet for Return Of The Jedi, and Drew’s “Special Edition” triptych. I look at these pieces over and over, and while they are inspiring, I don’t look for elements from them to include in my work. It’s more accurate to say that these pieces, and many, many others inspire me to do my best, and to find a new/different way of looking at a property so many of us love. It’s not a stretch at all to say that Star Wars changed my life, and if you told twelve-year-old me that this is what grown-up me would be doing for living – creating artwork for a Star Wars game! – twelve-year-old me would probably have a heart attack. Doing this is hard work, no doubt, but it’s also fulfilling, and rewarding, and most days – when I’m deep in the heart of a single-player campaign, for instance, and I’m laughing in amazement at how freaking cool Battlefront II is – I can’t believe how lucky I am. -Russell View the full article
  3. We had a great time at PSX 2017, but there’s no time to rest! We’re back this week with interviews on Firewall: Zero Hour and Donut County, as well as an extensive discussion on why you never show the monster in a horror movie. Plus: Final Fantasy recommendations, the Harry Potter mythos, and so much more. Enjoy the show! Subscribe via iTunes, Spotify, Google or RSS, or download here Stuff We Talked About Firewall: Zero Hour Donut County Final Fantasy Harry Potter The Alien Series The Last Jedi Recent Episodes 272: Sweet Dreams Are Made of PSX 271: The Original AC 270: PSXcellence The Cast Sid Shuman – Director of Social Media, SIEA Ryan Clements – Sr. Social Media Specialist, SIEA Kristen Titus – Social Media Specialist, SIEA Send us questions and tips! blogcast@sony.com Leave us a voicemail! (650) 288-6706 Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  4. We are happy to announce that InnerSpace is coming to PS4 on January 16! To commemorate our first game, we’re debuting our launch trailer, “Into the Inverse.” Enjoy the flight! What is InnerSpace? On the surface, it’s an exploration flying game set in the Inverse, a universe of inside-out planets. Thematically, much of InnerSpace’s story is about cause and effect. You come into the world at the tail end of civilization, and the ruins here tell an ancient story. Why is the world this way? How did it get this way? As the Cartographer, it’s your job to find out. This isn’t quite a post-apocalyptic setting, of scorched earth and radiation. It has maintained its beauty in its decay. Some ruins remain, and life, as it tends to do, still lingers. The landscapes have a story to tell, deliberately designed to hold true to the history of this place. It’s a colorful puzzle of sky and water, in the shadows of ancient gods, and we hope you enjoy putting the pieces together. If you believe something you see has meaning, it was most likely intentional. So, when you hop into InnerSpace, I hope you question everything you see. This world is open to interpretation, and every experience will be different. When in doubt, just keep flying, and the secrets of the Inverse will reveal themselves. Thanks for reading, and from all of us at PolyKnight Games, we hope you check out InnerSpace on January 16. Your greatest journey is within! View the full article
  5. As a kid, I couldn’t walk past a line of railings without running my fingers along them. It’s a tendency I still lean towards today an adult, grazing my hand along walls, fences; coarse or smooth, touch reinforces my awareness of the world. Sometimes I feel more than any other of the five senses, somatosensation ties me most strongly to my surroundings. Smell and taste can transport me elsewhere, my vision can trick me into seeing things that don’t exist. Sounds are open to interpretation. Touch, though? That’s my link to here and now. To what’s real. And in upcoming PS VR game The Inpatient, it’s what I use to ground myself, thanks to just one of the subtle but distinct details creator Supermassive Games has developed. I recently visited Supermassive Games and was privy to a new portion of the game. I found myself in a tiny cell for most of my play session, and for all the horrors – both everyday and fantastical – I witness, I find odd comfort in reaching out and touching the nearest wall. The tactile feedback in my PS Move controller generates a sensory solidity that feels, well, real. “We use the velocity of the objects involved to tailor the vibration to your expectation,” explains game director Nik Bowen of the fine-tuning his team has done to the controller’s gyro-functionality. “This is why running your hand against a wall feels drastically different to punching it – it’s amazingly realistic.” After a quarter of an hour in the horror house that is Blackwood, I concur. And it doesn’t matter whether you use twin PS Move controllers or a DualShock 4 — you’ll feel like you’re there. And there’s plenty of feedback to experience. Even my simple cell (with its locked door and barred windows, ‘cell’ rather than ‘hospital room’ is the word that springs to mind in describing my environment) is littered with objects to interact with. Mugs, light switches, books. Be it flipping paper over to read a doctor’s scribbled notes or gripping a sandwich with both virtual hands, the motion is as instinctive as it is pleasurable — though, sadly, I couldn’t swipe a sammie from my cell-mate’s/fellow patient’s clutches. Not everything is tailored to unravelling the mysteries of Blackwood. “This is something we were very mindful of,” Bowen responds when asked if the heightened interactivity users experience with PS VR dictated how populated the world was with objects. But investigation isn’t just cursory. Examining whatever you can get your hands on (“We kept objects you can interact with within easy reach.”) is important. Some items will trigger memories. These items and memories will aid you in solving the puzzles of the sanatorium’s recent history and the reasons for your current incarceration. But you don’t have to see to absorb; cocking your head to one side will help you hear snippets of conversation as staff pass by your door. Sound plays its part too. In fact, Bowen stresses that The Inpatient’s audio is critical to the experience. Binaural audio, which gives players a sense of where sounds originate from in a 3D space, makes perfect sense for a game that plays (or preys) on players’ perceptions. Bowen states that the studio plans to “inform and unsettle” with the soundscape shifting between noises that are easily explainable, such as the skin-crawling scuttling of insects, and those that are not as you’re forced into situations that feel and sound like a living nightmare. “The dreams that feature in the game are some of the richest in terms of awesome audio effects,” Bowen says, taking care not to delve into too much detail for fear of spoilers. The studio layers multiple natural sounds to add an edge of creepiness. I can attest to their effectiveness: weeks on, I’m still trying to isolate what normal audio was combined to make the stomach-dropping sound of a person’s neck being unnaturally twisted to make their head face me. Even mundane objects take on a distorted, unsettling tone in these dreamscapes, making me question whether I’m asleep or stuck in a living nightmare. Supermassive Games won’t tell me. I reach out and touch a wall to test my theory that I’m simply lost in a vivid, horrifying dream. A harsh vibration rattles up my arm. Touch tells me this is all too real. Discordant sounds that are starting to echo louder in my ears make me too terrified to close my eyes. My senses are being turned against me… which is exactly what Supermassive wants. And I’ll have to wait until January 23, 2018 to find out whether there’s any escape. View the full article
  6. “Why make a JRPG? You’re not Japanese!” Well, truthfully, our driving goal behind Regalia has always been to create a game in the vein of all the JRPGs we have loved throughout the years, from the Final Fantasy games of our childhood to modern day Persona titles. Regalia draws inspiration from JRPG classics, but also delivers a modern mix of good old adventuring and dynamic storytelling. It’s a tactical RPG, but it’s actually a game about the restoration of your kingdom, bonding with vibrant characters met during your journey, embarking on the quirkiest quests possible, and bringing back your best JRPG moments in a modern, accessible style. It can also be a game about unforgettable, rewarding combat and well thought-out tactics, but that’s for the player to decide – you can always tone down the difficulty level or even skip a battle if you can’t wait to see what other plot twists lay before you. Skipping battles won’t make your problems go away, though – there’s always something to be done in Ascalia. Deal with your teammates’ dilemmas, such as Theo’s blood aversion, which is a strange problem for a vampire, though maybe not surprising given he dreams of being a hairdresser; or Esther’s tendency to make an atomic bomb with a few gears and spare parts. Oh, and don’t forget about fishing! Setting out on our journey, we believed a JRPG is not so much about the country of origin, but a style – and we still believe that now, if not even more so. Both the Baldur’s Gate and Final Fantasy series are undeniably what one would consider role-playing games, but it is also clear that they represent very different approaches to the concept. A typical game made in the West has different design sensibilities than one made in the East. Equally driven by nostalgia, personal tastes, and bravado, we chose the latter. When you’re an indie studio like ours, with six or seven friends on the project at a time, some difficulties are to be expected. Indeed, to us, the development process was a journey of pain and discovery (mostly pain, though!). For one, we would quickly learn that our initial “let’s just create a JRPG” approach was neither productive nor very satisfying. It’s one thing to nail the required look and feel, to capture that specific quality which represents the J in JRPG… and then comes the time when you realize that’s not enough. You still have to infuse your creation with its own identity, all without compromising that central “love letter” principle. You need to make it more than the sum of its parts. In other words, while we certainly didn’t set out to change the gaming world, we also didn’t want to make our game entirely derivative of the creations we looked up to. For example, as fans of Persona series, we loved the idea of building character relationships. However, that inspiration did not bar our wish to include some of our favorite things from beyond the Japanese end of the spectrum. We wanted a touch of Discworld-esque humor paired with a robust approach to lore writing and worldbuilding. We wanted an in-game lore Codex, English voice acting, and so on. We wanted our game to be a familiar yet distinct blend. We had to make it enjoyable in its celebration of its roots, but shed off the elements that didn’t ever do much short of annoying us. This time around we were the creators, finally free to lose some of the dreaded mechanics… and story cliches. We never wanted Regalia to be a game about brooding youths saving the world, nor an exercise in monologues about fiddles and personal torment. It was meant to be a smaller, light-hearted story that could spoof thousands of similar stories, a creature that the late, great Sir Terry Pratchett would have called “a world and mirror of worlds” – a homage without all the unbound excess. We knew Regalia needed a distinct identity, and that was exactly it. So, yeah. Our game both is and isn’t a JRPG. It’s a creature of its own. It’s got its own flavor and charm. Like New York pizza that would not have come to be if it wasn’t for its Italian ancestry, but stands well enough on its own and is loved for what it is, not for where its roots go. Making Regalia was certainly a blast. Seeing our game making its way to where it belongs – to PlayStation, to find its place alongside all these wonderful games, classic and new, that made us who we are and made Regalia what it is – now, that’s a moment of pure bliss. We hope you’ll feel a great deal of that joy as you play, too! View the full article
  7. This is a pretty special week for Star Wars fans, isn’t it? Star Wars: The Last Jedi hits theaters worldwide on Friday, and Star Wars Battlefront II The Last Jedi Season is available today, free* for all players. Jump into the game and you’ll be able to play as Finn and Captain Phasma in multiplayer, try out new starships and vehicles, and explore the rise of The First Order in new chapters of the single-player in Star Wars Battlefront II: Resurrection. Two locations from the films are included: D’Qar, a Starfighter Assault map set in space above a Resistance base, and a Galactic Assault battle on Crait. If you’ve seen any of the Star Wars: The Last Jedi trailers, you’ll recognize Crait immediately – it’s the one with the ski speeders kicking up red dirt and the massive AT-M6 walkers marching into battle. Yeah, that one. What is it like to bring a location like this to life? Two developers weighed in, explaining the process. “It’s a daunting task,” said Paul Keslin, Producer on Star Wars Battlefront II. “Since we’re taking inspiration from a movie that is actively being worked on, we need to work very closely with Lucasfilm on getting things right. Some of those things are obvious, like having giant AT-M6’s running through the level; but some of them are a bit more subtle, as in getting the proper type of rocks in the right spot on the map.” But there’s more to it than nailing the look – you also need to hit that feeling. “Mainly, it’s about making sure we provide an authentic feeling of being on Crait,” Keslin explained. “And helping you play out a scenario that reminds you of Star Wars: The Last Jedi.” Peter Vesti Frendrup, Game Designer on Star Wars Battlefront II, said that working on Crait was both very exciting and very challenging. “Exciting because working with Lucasfilm on a new Star Wars location is the stuff of dreams and challenging because, for a level designer, a completely flat map with no cover is the stuff of nightmares. In the end, however, I think we found a great balance that is both true to the Star Wars universe, as well as fun to play.” Star Wars Battlefront II Theme | Star Wars Battlefront II Iden Theme As a bonus for the PlayStation nation, in celebration of this awesome week of Star Wars with The Last Jedi movie and free Season 1 content, we have two exclusive Star Wars Battlefront II themes that are available now for free download. One showcases the incredible detail of the Star Wars Battlefront II game art. The second, named Iden Theme, is a piece inspired by the challenges Iden faces in the game’s single player campaign. Ready to check it out? All Star Wars Battlefront II players can jump in right now – we can’t for you to see it for yourself. *Requires Star Wars Battlefront II on applicable platform (sold separately), all game updates, internet connection, EA account, and PlayStation Plus membership (each sold separately). View the full article
  8. Hi! I’m Fabrice, French solo developer of the adventure game Demetrios. A few months ago, I was contacted by a Spanish developer named Daniel Fernandez Chavez. He noticed I was able to develop Demetrios for the PS4 and Vita on my own and was interested in having his own game, Xenon Valkyrie, ported to consoles. Specifically, he wanted it running on his favorite: PS Vita. I agreed to the job, and thus, unexpectedly became a publisher! Xenon Valkyrie+ combines the Roguelite and Platformer genres with RPG elements. Talk to characters, level up by killing monsters in randomly-generated dungeons, and find items and secrets to help you in your quest! This isn’t a game for casual gamers. Most notably, it has perma-death. If you hit a game over, you lose everything collected during that run (experience levels, items…) with the exception of your Teamerites, a currency obtained from key actions (such as beating bosses) which can be used to unlock weapons in the hub store. Combining your experiences during each run with a bit of persistence, each playthrough should bring you closer to the ending – or should I say, multiple endings! With three characters to choose from and several paths possible, including secret stages and hard-as-hell bosses, let’s just say that Platinum Trophy will be very tough to get! The game features 90’s-style pixel art and quality chiptune music from Giorgiost (Jorge Olivares) for a retro feel. We’ve fully translated it into five languages (English, French, Spanish, German and Italian.) As the game was created using GameMaker Studio, Xenon Valkyrie was easy to port to handheld. The Vita port is running in the full, original resolution (stretched to fit the new screen) at a smooth 60 FPS. But this isn’t just a port! This build incorporates a large number of improvements over the original PC version, taking into account all the player feedback from the original release. These updates are why we decided to rename this version Xenon Valkyrie+. The PS Vita build incorporates gameplay enhancements including a dedicated button for each weapon (instead of scrolling between each) for a very fluid experience. Xenon Valkyrie+ for PS Vita will be available December 19, 2017 at PlayStation Store, and it will be compatible with PlayStation TV. View the full article
  9. Hello and festive greetings from PlayStation Store! The holidays are upon us and what better tidings to bring or show of good cheer, than five weeks of savings through the new year? The Great Tale of the Holiday Sale starts now with deals up to 50 percent off. PS Plus members save up to 60 percent. Head over to PS Store through the weekend to pick up games like Overwatch: Game of the Year Edition, Batman Arkham Knight, Gang Beasts, and Street Fighter V, plus movies like Zoolander No. 2, Pirates of the Caribbean: Dead Men Tell No Tales, Dragon Ball Z Resurrection F (Dubbed). Check out the full lineup below. Week 1 ends December 19, 8 AM PT, but don’t forget to check back here every Tuesday. We’ll be updating deals weekly util The Great Holiday Sale lives happily ever after. Happy Gaming! Games Platform Title Sale Price PS Plus Price Original Price PS4 100FT ROBOT GOLF $7.99 $5.99 $19.99 PS4 2064: READ ONLY MEMORIES $11.99 — $19.99 PS4 ABZU $9.99 $7.99 $19.99 PS4 ACTION HENK $4.49 $2.99 $14.99 PS4 ADAM’S VENTURE: ORIGINS $11.99 $7.49 $29.99 PS4 AEGIS OF EARTH: PROTONOVUS ASSAULT $15.99 $11.99 $39.99 PS4 AGATHA CHRISTIE – THE ABC MURDERS $8.99 $5.99 $29.99 PS4 ALBEDO: EYES FROM OUTER SPACE $2.99 $1.49 $14.99 PS4 ALIEN: ISOLATION $11.99 $8.99 $29.99 PS4 ALIEN: ISOLATION – THE COLLECTION $15.99 $11.99 $39.99 PS4 ANCIENT AMULETOR (VR) $13.99 $9.99 $19.99 PS4 ARCHANGEL (VR) $20.09 $17.09 $29.99 PS4 ARMELLO – DELUXE BUNDLE $19.99 $11.99 $39.99 PS4 ARMIKROG $4.99 $3.99 $9.99 PS4 ARROGANCE LOST COMPLETE PACK SIEA $11.99 $7.99 $39.99 PS4 ASDIVINE HEARTS $10.49 $8.99 $14.99 PS4 ASSASSIN’S CREED SYNDICATE $24.99 $19.99 $49.99 PS4 ASSASSIN’S CREED SYNDICATE GOLD EDITION $34.99 $27.99 $69.99 PS4 ASSASSIN’S CREED THE EZIO COLLECTION $24.99 $19.99 $49.99 PS4 ASSETTO CORSA $20.99 $17.99 $29.99 PS4 ASSETTO CORSA: ASSETTO CORSA – FERRARI 70TH ANNIVERSARY DLC $4.89 $4.19 $6.99 PS4 ASSETTO CORSA: ASSETTO CORSA SEASON PASS $13.99 $11.99 $19.99 PS4 ATOM UNIVERSE 1999 MOLECULES $13.99 $9.99 $19.99 PS4 ATOM UNIVERSE TOTAL BUNDLE $41.99 $29.99 $59.99 PS4 ATV DRIFT & TRICKS $19.99 $14.99 $24.99 PS4 ATV RENEGADES $14.99 — $29.99 PS4 AXIOM VERGE $11.99 $9.99 $19.99 PS4 BACK TO THE FUTURE: THE GAME – 30TH ANNIVERSARY EDITION $6.99 $4.99 $19.99 PS4 BANNER SAGA 1 $6.99 $4.99 $19.99 PS4 BATMAN: RETURN TO ARKHAM $11.99 $9.99 $19.99 PS4 BATMAN: ARKHAM KNIGHT $8.99 $6.99 $19.99 PS4 BATMAN: ARKHAM KNIGHT PREMIUM EDITION $19.99 $15.99 $39.99 PS4 BATTLE WORLDS: KRONOS $7.99 $3.99 $19.99 PS4 BATTLEFIELD 1 PREMIUM PASS $14.99 — $49.99 PS4 BB2 – LEGENDARY EDITION $26.99 $22.49 $44.99 PS4 BIRTHDAYS THE BEGINNING $19.99 $15.99 $39.99 PS4 BLACK & WHITE BUSHIDO $7.79 $6.49 $12.99 PS4 BLAZBLUE: CENTRAL FICTION $23.99 $17.99 $59.99 PS4 BLEED $6.49 $4.41 $12.99 PS4 BLUE RIDER $3.99 $1.99 $9.99 PS4 BROFORCE $5.24 $3.74 $14.99 PS4 BULLETSTORM FULL CLIP EDITION DUKE NUKEM BUNDLE $26.99 $22.49 $44.99 PS4 BULLETSTORM: FULL CLIP EDITION $23.99 $19.99 $39.99 PS4 BULLY $8.99 — $14.99 PS4 CARMAGEDDON: MAX DAMAGE $11.99 $9.99 $19.99 PS4 CARNIVAL GAMES VR $6.99 $4.99 $19.99 PS4 CAST OF THE SEVEN GODSENDS – REDUX $1.39 $0.69 $6.99 PS4 CHRONICLES OF TEDDY: HARMONY OF EXIDUS $5.99 $4.49 $14.99 PS4 CLAIRE $5.24 $3.74 $14.99 PS4 CROIXLEUR SIGMA $8.99 $7.49 $14.99 PS4 CRYPT OF THE NECRODANCER $4.49 $2.99 $14.99 PS4 CYBERDIMENSION NEPTUNIA: 4 GODDESSES ONLINE $34.99 $29.99 $49.99 PS4 DANGANRONPA V3: KILLING HARMONY $47.99 $41.99 $59.99 PS4 DANGER ZONE $9.74 $8.24 $14.99 PS4 DARK MYSTERY $2.39 $1.59 $7.99 PS4 DARK ROSE VALKYRIE $19.99 $14.99 $49.99 PS4 DARKEST DUNGEON: CRIMSON EDITION $14.99 $11.99 $29.99 PS4 DAYDREAMER: AWAKENED EDITION $3.99 $2.99 $9.99 PS4 DEAD RISING $9.99 $7.99 $19.99 PS4 DEAD RISING 2 $9.99 $7.99 $19.99 PS4 DEAD RISING 2 OFF THE RECORD $9.99 $7.99 $19.99 PS4 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RIPLEY x x $9.99 $14.99 THIS IS THE END $6.99 $9.99 $6.99 $12.99 TOY STORY x x $14.99 $19.99 TOY STORY 2 x x $14.99 $19.99 TOY STORY 3 x x $14.99 $19.99 TRUE GRIT (2010) $9.99 $12.99 $9.99 $14.99 UNCLE NICK $4.99 $9.99 $5.99 $12.99 UP x x $14.99 $19.99 VIEW FROM A BLUE MOON $6.99 $9.99 $6.99 $12.99 WALL-E x x $14.99 $19.99 ZOOLANDER NO. 2 $8.99 $12.99 $8.99 $14.99 Note: All pricing is for U.S. only and subject to change. View the full article
  10. Today we’re pleased to announce a new Sharefactory update – v3.00 – which includes new themes and a variety of features requested by the community, including camera effects and text/sticker animations. First – we’re happy to add two new themes with this update. The first theme is a “comic book-style” theme, which is packed with content including three intro, title and outro clips, eight transitions, three backgrounds, 39 stickers and a comic style font. The second theme is a special one for our PlayStation fans. To celebrate the 10th anniversary of the Uncharted franchise from Naughty Dog, we’ll have a dedicated theme to honor this critically-acclaimed franchise. The new update also includes seven new camera effects. You can use the new “Hollywood-style” effect to add more flair to your edits. Add quake, bounce, stomp, pulse and more to enhance your best gameplay achievements. Additionally, Sharefactory’s 3.00 update allows you to add custom animations to your text and stickers. You can choose from many different types of beginning, middle and ending animations on your overlays, as well as control the duration of your text and stickers. Other features in this update include: Improved video USB import feature to support more videos Over 20 new transitions and two new filters Audio ducking to automatically lower game clip volume when Commentary is present on Track 2 Improved load times New Project view options including Zoom for easier editing UX improvements We appreciate the feedback from our fans and we’re always working to update the service by adding new features and enhancements that are highly requested by our fans. It’s always exciting to see how creative PlayStation fans are using Sharefactory, and we look forward to more epic videos from the community. Have fun and happy editing! View the full article
  11. Announced during PlayStation Experience 2017’s opening presentation, Firewall Zero Hour will deploy 4v4 tactical FPS action to the PS VR battlefield. My hands-on demo pointed to an extremely promising game — in fact, perhaps the most promising and exciting VR game I’ve played. If you’ve ever loved a Rainbow Six or SWAT game, you’ll immediately understand the appeal of Firewall. The pacing is deliberate and methodical; the action quick and decisive. It’s a tense game of cat-and-mouse between two (human) teams. Player communication is paramount, and quick wits will get you further than a quick trigger finger. I played a series of matches set in a shadowy mansion. I quietly crept from room to room with three teammates en tow. Our objective: a laptop hidden somewhere in the house. The other team lay in wait, ready to spring an ambush or ward off our attack. We activated our flashlights, the beams casting realistic-looking shadows on the walls, and slowly navigated the darkened rooms. As we inched our way closer to the objective, we kept up a stream of tense chatter, speculating where the opposing team might be lurking and calling out safe zones. While passing through a gloomy hallway, a burst of gunfire roared from the top of a nearby stairwell. The guy next to me dropped like a rock. I spun to my left, raising my PS VR Aim Controller at the shadow I spotted at the top of the stairs, and let loose with my shotgun. I clipped him, but he slipped back around the corner before I could finish him off. I tossed a grenade up the staircase to buy some time, then turned to move quickly towards the objective. Being in PS VR expanded my sense of spatial awareness, and I found myself carefully checking corners and blind spots. Ahead, our point man traded shots with two hostiles who were holed up in a dining room. Instinctively, I went for the flank, slipping around the corner and making for the back door I had noticed. I pushed through the doors, tossed a frag grenade, and hip-fired until both figures crumpled to the ground. We pushed on to the objective and the win. We’ve all played games like this before. But in VR, the experience feels completely fresh and exciting. Pinned down by enemy fire? Peek out from behind the corner — or over a countertop — to trade shots. Fleeing some determined pursuers? Slipping into a sneaky hiding spot or ambush position feels far more intuitive. The build I played was still early: just one map, three character classes, and three weapons (rifle, shotgun, silenced SMG). The good news is, developer First Contact Entertainment has confirmed that the final game will have more weapons and maps, as well as weapon attachments and character progression as they prepare for launch in 2018. The game technically supports both DualShock 4 and the PS VR Aim Controller, but if you’ve got the choice I strongly suggest going with the Aim Controller for a more immersive feel. The controls are well laid out: the front analog stick handles movement and sprinting; the rear stick handles quick-turns. Frag and flash grenades map to the front two triggers, while reloading, crouching, weapon swapping, and interacting with objects are assigned to the traditional face buttons on the stock of the Aim Controller. As in Farpoint, you can raise the Aim Controller up to aim down the sight, or fire from the hip. I generally opted for the latter. Firewall Zero Hour is shaping up nicely — I’m eager to get more hands-on time and learn more about the final game, so stay tuned to PlayStation.Blog for more updates. View the full article
  12. A Long Time First item, top of the page. This version of Papers, Please was announced over three years ago. That’s a long time brewing for a relatively simple pixel-art game. There’s a few ingredients in the mix for this delay but the main fault lies with me. I had a great bunch of people to help with this project — all the port programming was handled by James Gray and others, engine support from WayForward, testing by Ratloop Asia, and submission assistance from Coatsink. My responsibility was gluing it all together and in the long tradition of “one simple job”, the best I could manage was the slow-setting kind of glue that takes forever to dry. Working as a single developer has its advantages but managing multiple projects is not one of them. Unfortunately it was Papers, Please on PS Vita that suffered the most and I apologize for that. The Game Ok, the game is available today so let’s turn this around and segue into what we’ve got here: Papers, Please on PS Vita. The most portable version yet, document inspection and stamping in the supple palms of your capable hands. Content-wise, this version has all the features of the desktop and tablet versions. All 31 days of singleplayer story mode with branching narratives, 20 endings, “endless” mode with online leaderboards, and stamping so much stamping. The Squeeze Even though it’s a low-resolution pixel-art game, Papers, Please was originally designed to be played on a big screen. When I wrote it back in 2013 I’d just come off a mobile-only project and wanted to rebel against the low-density large-touch-target design necessary for mobile. So the game packs a lot of small stuff into a big space. There’s three separate sections of the screen that need to be visible at all times: booth, desk, and checkpoint. The big challenge in making it work well on PS Vita was fitting everything onto the smaller screen without sacrificing the core document shuffling mechanics. Luckily Vita has a great touchscreen and, critically, nearby physical controls. For this version we increased the desk size slightly, floated the booth over the border view only when needed, and added vertical scrolling to shift between the booth+checkpoint and the desk. The analog sticks and directional buttons can be used to quickly scroll up/down and after a small adjustment it feels completely natural to use your left thumb for scrolling and your right fingers for touching (or vice versa, no preference, left=right, all love.) The Tech Papers, Please was developed in a programming environment called Haxe/OpenFL. Haxe is the language and OpenFL the engine that enables Flash-like applications to run natively on desktops (PC/Mac/Linux) or mobile devices. When taking a game from desktop to console, it’s not uncommon to just rewrite everything with a more console-friendly engine. I had a few offers for that sort of thing early on but as a hopeless engineer it felt like a waste to ignore Haxe/OpenFL’s inherent multi-platform capabilities. A few years ago there was no way to build Haxe/OpenFL projects for consoles but with a little time, money, the hard work of James Gray, Lars Doucet from Fortress of Doors, OpenFL’s Joshua Granick, Nilsen Filc, and the generous contribution of WayForward’s engine tech, we were able to create a console target for Haxe/OpenFL. One of our goals with all that extra work is to hopefully benefit other games in a similar situation. The Destination, Finally This version was a long time coming and I appreciate your patience. Thank you to all the fans of the game that have encouraged me over the years and I hope you enjoy playing it on PS Vita too. Glory to Arstotzka. View the full article
  13. Discover The Creators is a PlayStation Store curation program in which we’ve asked some of the biggest names in the biz to pick their favorite PS4 games in order to help your find your next game to play. Browse Kodaka-san’s Full List at PlayStation Store Hello, I’m Kodaka Kazutaka. I am the game creator and the person in charge of the scenarios for the Danganronpa series. Lately, I wake up and play games, and play games before I go to bed. My days begin with games and end with games. On that note, here are my favorite picks for PS4 games. Life is Strange The pure entertainment of walking around in an American school is fun in itself! I’ve seen plenty of American schools in movies and dramas, but those were purely backgrounds in a movie. By being able to walk around the school environment, it made me realize once more how different American schools are structured from Japan. Of course, the story and effects were wonderful. As these types of works that don’t exclusively involve intense action get more popular, I feel that the game genre as a whole has steadily gotten larger. On a tangent, Danganronpa is set inside a school too, but those sorts of schools do not exist in Japan so please don’t misunderstand. Until Dawn Back in the day, there was a genre called “Sound Novels” in Japan. Unlike visual novels, such as Danganronpa for example, these were much simpler. The most renowned entry in this genre is a title called “Banshee’s Last Cry” —a suspense game where the main character starts off stuck in a blizzard on top of a snow-covered mountain. When playing Until Dawn, I felt that this was an evolution of the Sound Novel genre. I would love to make a game like this! Nier: Automata I’ve been a big fan of the Nier series from its previous entries. In my opinion, it’s the most violent and bloody work available, and to think that a game like this has sold so much, it must be the end of this world. We live in such a nice time. The PS3 version, Nier Replicant, portrayed the relationship between siblings, and the Xbox 360 version, Nier Gestalt, described the relationship between father and daughter. The unraveling of these stories always fascinated me. But since this is a Sony blog I shouldn’t dig much deeper into this topic. A fun fact, I go out on drinks with the director Yoko Taro a lot, but we always end up losing our memory. Gravity Rush 2 In Japan, the release date was very close to Danganronpa V3 and it’s actually a game that I was very conscious about. The directions of the two games are different, but I think that both Danganronpa and Gravity Rush have a very Japanese-like game system. It takes a while to get used to the game, but once you get the hang of it, it feels so good to play. It has a slightly high hurdle, but I believe that you need a little bit of a hurdle for entertainment, this gives a good impression. Another fun fact, I also go drinking with the director, Toyama, but we always end up losing our memories, too. Everybody’s Golf This title has been a long running series in the PlayStation lineups, but this was actually the first time I played it. I personally don’t play a lot of games that are heartwarming, but this one I catch myself playing again and again. The detailed character creation is one thing, but whenever I find some free time, I find myself with this game in my hands. What’s intended to be a little break from work ends up being something I find more absorbing than work… it’s such a scary game! Inside Although it’s mentioned everywhere, the artwork for this game is awesome. I think the game does a superb job in conveying the game in 2D and surpasses 3D in its sense of conveying the environment. Also in regards to storytelling, while playing the game, it stirred my imagination. For example, it made me want to make a visual novel that has absolutely no words. I’m not sure how to make this, but if I can come up with this, I’ll have less work to do, and that will be awesome. Persona 5 Everyone has been talking about how good this game is, and I, with my warped personality obviously would want to say it’s boring but, unfortunately I can’t find a single thing that’s boring in it. I’m hoping that people will get bored with this game and want something that‘s more exciting so they play Danganronpa, but they don’t seem to be getting bored of the game, which puts me in a fix. But! I think Danganronpa still wins in the number of people dying in the game. This game gets me so jealous and worked up that even though I’m supposed to be writing a recommendation on this game I keep writing about Danganronpa. Head over to PlayStation Store to browse Kodaka-san’s list as well as picks curated by Tim Schafer, Yoko Taro, the team behind Inside, and more. View the full article
  14. Ark: Aberration is launching on PS4 today, and the Studio Wildcard team can’t wait for you to experience the latest chapter of Ark’s gameplay and lore. We have been hard at work building an entirely new world for you to explore and survive in, with fresh challenges and twists on Ark’s core mechanics everywhere you look. Much of Aberration is a cave world, but from the very beginning of the design phase we strove to create something that could never be described as “just a cave”. Free-floating through space, this Ark has malfunctioned, and beneath the radiation-baked surface there are many new biomes full of plants and animals unlike anything you have seen yet. The lush and vibrant Fertile Chamber is the beginning of your journey, where hostile sunlight filters through dense hanging plant-life into something tolerable and life-giving. Exploring the giant, ancient ruins of a technologically advanced civilization will lead you to the Biolum Chamber, home to glowing creatures, beautiful plants and stunning underground waterfalls. Along the way, you’ll want to tame a “Lantern Pet” or two, who can protect you from some of the stranger and more aggressive lifeforms using their organic “Charge” emitting properties (you’ll need it and have more ways to use it later). Venturing deeper down into the Element Chamber, you’ll learn more about the Ark’s dark secrets and gain access to valuable resources – but watch out! Truly terrifying creatures inhabit the Element Chamber, such as chest-impregnating “Reaper” Queens and scores of swarming “Nameless”, whose grotesque humanoid appearance is nothing short of unnerving and a little too familiar. You’ll need to get crafty with tons of new items to help you traverse the terrain, including ziplines, glide suits, and climbing picks, along with new weapons and outfits to keep you safe from hazards such as earthquakes, radiation zones, poison plants, noxious gas and an erratic day cycle. Make it through, however, and you’ll discover a deep trench that is home to the Rock Drake – one of Ark’s most unique and powerful creatures to date! Possessing the ability to climb nearly anything, glide long distances, and cloak itself and its riders at will, Rock Drakes are one of the keys to survival. Aberration is Ark’s second huge Expansion, and we’re taking the lore further than ever before. What are the Arks? Why are we here? Where is all of this advanced technology coming from? What does it mean to be human, and where does the story go from here? Explorer Notes scattered around the Ark from old and new characters provide some answers, and the environment and end game bring it all to life. As always, the Studio Wildcard team is never content with creating “just more of the same” content. Expect something new, different, and exciting at every turn, like the first time you woke up on the beaches of The Island or the desert of Scorched Earth. Whether you prefer to play solo, co-op or online PvP and PvE, if you play Ark, this Expansion is for YOU. See you on the Ark, Survivors! View the full article
  15. When the stakes are this high, who else can you trust to save the day but the craziest criminals ever to grace the Los Santos underworld? The risks are colossal, the enemies all but unstoppable… but the rewards are mouth-watering and a massive adrenaline spike is absolutely guaranteed. Assemble your crew for the biggest Online adventure yet, across 3 sprawling acts – The Doomsday Heist is now available to play in GTA Online on PlayStation 4. The Doomsday Scenario Billionaire entrepreneur Avon Hertz and his pet neural network Cliffford have stumbled upon evidence that nefarious outside forces are working on a plan so diabolical it could end life as we know it. Somehow, Lester Crest is tasked with assembling a team deadly enough – and crazy enough – to do what it takes to bring them down. That’s where you come in. It’s going to take some luck, some firepower and some serious teamwork to take this threat head-on, assisted by Avon’s access to the latest in lethal blue-sky tactical hardware. The Weird Turn Pro It’s time to assemble your Organization or Motorcycle Club and prepare for a new kind of war. First, one member of your crew needs to own one of the previously undisclosed IAA facility hidden under Southern San Andreas, giving you access to the new advanced planning room where you will map out the steps to launch and complete each mission. This time, operations will run a little differently: crews of 2-4 players will now be able to work together to complete every mission. Bigger, Deadlier and More Complex than Ever Each of the three massive Heist acts that comprises the story of The Doomsday Heist involves negotiating multiple ruthless freemode prep missions, tactical setup operations, and experimental weapons and vehicles – each ending with an over-the-top finale that brings a payoff big enough to comfortably share with your fellow crew members. Some missions may involve competition for resources with other crews in Freemode, and MC Presidents can even enlist additional club members, boosting your squad to up to 8 players to help secure your objective in these missions. A New Set of Tools If you’ve been drafted to prevent the end of the world, you better have access to the finest technology available. MKII upgrades are now available via the Mobile Operations Center or Avenger’s Weapon Workshop for the Pump Shotgun, Special Carbine, Marksman Rifle, Heavy Revolver, Bullpup Rifle and SNS Pistol. The Doomsday Heist also brings access to the ultimate in offensive weaponry: from the futuristic fury of the Khanjali tank, to the long-awaited madness of the Mammoth Thruster personal jetpack, you’ll have everything you need to bring down a small army. Speaking of small armies, purchase of the Facility includes the optional ability to have your own Strike Team on call, or an Orbital Cannon capable of immolating any patch of ground that incurs your wrath. Slow to arm and reload but devastating when deployed tactically – at the moment a gang of rivals is clustered on the same area of the map, for instance – the Orbital Cannon is less a weapon of last resort and more the ultimate revenge, served ice cold. The Avenger So you’re an aspiring criminal and you and your crew have been tasked with staving off an existential threat, but you need just the right vehicle. How about a vertical take-off, turreted, flying fortress/experimental weapons lab in the sky/death-spitting collateral damage producer that practically flies itself? The Avenger is all these things and more. Store it in your Facility, get it fitted out with a Vehicle Mod Shop, a Weapon Workshop, and a suite of ferocious weapon upgrades, and you’ll soon be wreaking a whole new level of havoc without ever having to land. Return of The Mastermind Challenge The Doomsday Heist offers a new set of brutal challenges, all with some serious financial payback for any teams hardcore enough to complete them. All three finale missions have Elite Challenge objectives for those in search of a seriously high bar, and for the perfectionists, the Criminal Mastermind challenges are back across all three acts of the heist for teams of 2, 3 or 4 players along with a brand new suite of trophies. New Vehiceles, Weapon Customizations and More And we’ve barely scratched the surface – discover dozens of new vehicles, new weapons, new clothing and personal customization options, as well as a surprise new radio station just in time for your fight to save the world. It’s all available to play now, free inside the world of GTA Online – with much more still to come. For more information about The Doomsday Heist, visit rockstargames.com. View the full article
  16. “Morning, sunshine. Good to see ya again. We’re going to play a little game…” When is a movie more than a movie? That was the question posed back in 2002 when an intense, memorable live-action promo helped pioneering open-world crime saga The Getaway jostle its way onto PlayStation 2. Sure, the popularity of the British gangster movie had been reinvigorated by Guy Ritchie’s Lock, Stock and Two Smoking Barrels but that kind of widescreen Cockney swagger was very new to the world of video games. Whereas Hollywood-grade production values are taken for granted in AAA video game development today, that gruff two minute promo was a revelation, promising an all-action, open-world London, recreated on your TV screen thanks to the power of PS2. So, it only seems fitting that we celebrate The Getaway’s 15th anniversary with a few of the original developers from what was Team Soho (now Sony London Studio) to get beneath the gritty fingernails of a PlayStation classic… London calling “I’m not sure any of us actually knew what we were getting ourselves into,” remembers Gavin Moore, The Getaway’s Director of Animation (now Creative Director at Sony Japan Studio). It’s easy to see why – before it became a massive, photorealistic game map taking in 10 square miles of London, The Getaway started off as a spiritual successor to PS one hit Porsche Challenge. Merging that game’s open-world driving concept with The Italian Job-inspired gameplay (nicknamed “Minis in a Field”), the core idea took shape. “It was a mission-based game where you were a getaway driver for hire on different robberies around the world,” explains Gavin. “Brendan McNamara, head of the studio, saw the potential of a massive, narrative-driven open world on PlayStation 2 and suddenly a small heist/getaway driver game became a giant gangster action movie where the real star was the city it was set in, London.” “Hang on lads, I’ve got a great idea…” As the team expanded to over 60 people, so did the technology required to fulfil their ideas. “We didn’t want to break the recreation of London into areas and impose loading times,” says Gavin. “We wanted the player to remain immersed in the game. But there was no hard drive on the PS2 and no way to load the whole city into memory. “So the engine was completely rewritten to stream geometry and textures of areas that the player was close to, which was ground-breaking at the time. To load and stream the data that fast put a lot of pressure on the PS2 disc drive, so the data for the city was burnt onto the disc in sequential order to reduce the strain.” Similarly, the game was also one of the few titles at the time to favor a minimalist on-screen user interface. There was no visible health bar, ammo counter or map, meaning you had to pay careful attention to subtle cues like the blinking indicators on the back of the car to guide you to your destination. “I loved the opening and how you transitioned straight from intro to gameplay,” says Will Burdon, Technical Director (now at Sony London Studio). “This wasn’t a typical game with loads of cluttered graphics on the screen. It just felt very cinematic from start to finish – it was hard work, but ultimately very rewarding.” When black suits meet blue uniforms There were long nights involved to make the action adventure look and feel the part, but there were also plenty of memorable moments during its development. It was the first time any game studio had done full face, body and voice motion capture of seven actors at once and Gavin remembers some of the more comedic elements of being part of such a new set up. Actor Ricky Hards in full prosthetic mask, as gangster Charlie Jolson Actor and model Anna Edwards, as female assassin for hire Yasmin “All of the actors who played the gangsters in the game were big men,” he recounts. “But I used to have a good laugh – in secret, of course – watching them in the motion capture studio acting out intense, often violent scenes, with a lot of colorful language… dressed in these skin tight, black suits.” And then there were the jokes that came with the live action commercial, which was given a VIP movie-style premiere at Leicester Square’s Odeon cinema. “I was dressed as a police woman and riding around in one of the stunt cars in-between takes on London Bridge,” recalls animator Tara Saunders, now Head of Studio Operations at London Studio. “We pulled alongside a van driver who was drinking from a soft drink bottle and shouted ‘you shouldn’t drink and drive’. The van driver looked at me in uniform and gushed ‘I’m really sorry ma’am, I won’t do it again’. Then we sped off with blue lights to do the chase sequence!” A London landmark played across the world The Getaway went on to become one of PlayStation 2’s biggest and most popular games, its slick cinematic style influencing the third-person action adventure genre in the following years, although very few titles attempted to ape its London-based flavour. In fact, it was the same team that ended up carrying the torch for the gaming-based Cockney capers that came after, creating the commercially successful PS2 sequel, The Getaway: Black Monday in 2004, and its PSP spin-off Gangs of London in 2006. 15 years on from its launch, The Getaway and its team still casts ripples throughout the games industry, with key members of its staff delivering acclaimed games such as Puppeteer (Gavin Moore) and L.A. Noire (Brendan McNamara), while Designer Dominic Robilliard is now Creative Director on highly anticipated PS4 exclusive Concrete Genie, recently unveiled during Paris Games Week. Not only that, but both Will and Tara are working on the action-packed PlayStation VR exclusive, Blood & Truth, which looks to recapture the same London crime thriller feel of its PS2 forbearer. It’s been emotional Given its legacy, it’s easy to see why The Getaway still has a faithful following, especially amongst those that spent years of their lives working on it. “The Getaway was my first project and also still one of the largest and most successful franchises I’ve worked on so it will always hold a special place in my heart,” says Tara. “For me personally, still being part of the studio after 15 years and seeing us return to some of our London crime scene roots with Blood & Truth is very exciting! It’s incredible watching the action narrative genre be re-invented for virtual reality.” “It was my first big project,” recollects Will. “It seems strange today with how far games have come along in 15 years, but for its time The Getaway was very cutting edge. “As the development process for Blood & Truth shapes up, everything that comes with the experience of making a game of this scale – the anticipation, the energy – reminds me of my Getaway days. Its spirit definitely lives on in PSVR.” “I’m very proud of the Getaway and what we achieved at the time,” says Gavin. “Even though the process of creating the game was long and hard, I look back on those times with great fondness. “In London Studio, if your game sells a million copies you get a plaque with a platinum disc. I brought mine to Japan and it’s hanging in my house in Tokyo. It’s a good reminder of my roots and that however impossible the task looks, you can make it happen. Happy 15th anniversary to everyone who worked on The Getaway!” 6 things you didn’t know about The Getaway The team took over 500,000 reference images to capture London streets and locations used in the game. The large scale led to one of the team’s artists being banned from local planning offices, as he spent too much time looking at reference material. The grooves on the back of The Getaway disc are a digital map of London. Some of the art team were chased by club bouncers whilst on a reference photoshoot around Soho. There’s a secret first-person drive mode in the game involving Free Roam mode, a pink shop front, Charing Cross Road and a very tight time limit – can you figure it out? The character Eyebrows was played by Paul ‘Fish’ Burfoot, who has a successful hair product company based in London’s Soho neighbourhood. Other actors in the game went on to star in both Hollywood and Bollywood movies. The Getaway was the 100,000,000th disc to go through Sony’s DADC (Digital Audio Disc Corporation) supply chain – a big milestone for the company. View the full article
  17. Subscribe via iTunes, Spotify, Google or RSS, or download here Phew, that’s a wrap on PSX 2017! We’ve been awfully busy for the past few days. We didn’t want to leave our loyal Blogcast listeners hanging, though, so we made time (and wrangled one very special guest!) to record an on-location episode for you. Enjoy! Stuff We Talked About PSX 2017 Dreams Firewall Zero Hour Uncharted The Last of Us Part II Lots, lots more! Recent Episodes 271: The Original AC 270: PSXCellence 269: Skeleton Crew The Cast Sid Shuman – Director of Social Media, SIEA Justin Massongill – Social Media Manager, SIEA Ryan Clements – Sr. Social Media Specialist, SIEA Kristen Titus – Social Media Specialist, SIEA Greg Miller – Kinda Funny Send us questions and tips! blogcast@sony.com Leave us a voicemail! (650) 288-6706 Thanks to Cory Schmitz for our beautiful logo and Dormilón for our rad theme song and show music. [Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.] View the full article
  18. PlayStation Experience 2017 has come to an end, which means Capcom Cup 2017 has crowned a champion! Whether you visited our booth at PSX, attended any match at Capcom Cup, or were watching it all from your couch at home, thank you for the support as we bid 2017 farewell. It’s been an incredible year for Street Fighter V as we brought Akuma back for Season 2 and introduced five brand new characters to the series, each with their own unique stories, designs, and playstyles. Season 3 will add all-new fighters to the roster, but we’ve also got four familiar faces that should make all Street Fighter fans excited for 2018! In the past, we ended each year by showing silhouettes of the characters for the following year’s Season, but this time, we revealed all six for Season 3 at once using the cinematic opening for Street Fighter V: Arcade Edition! Fan-favorites Sakura, Blanka, Cody, and Sagat will return in 2018 and will be joined by newcomers Falke and G – two mysterious fighters we can’t wait to show you more of. Coming up first is the exuberant youth herself, Sakura! Making her first appearance in Street Fighter Alpha 2, she has now graduated from high school and searches for a deeper meaning of life, all the while continuing to challenge her rival, Karin, and her idol, Ryu. This time, Sakura has a few new moves in addition to her signature emulation of Ryu’s playstyle. Sakura will be available on January 16, 2018, the same day Street Fighter V: Arcade Edition comes out. If you purchase the Season 3 Character Pass, you’ll receive not only Sakura, but her Battle Costume with colors 3-10 and Default Costume colors 3-10 unlocked! Season 3 Character Pass holders will automatically get Blanka, Falke, Cody, G, Sagat, and their Battle Costumes and colors when they’re ready to join the fight in 2018. Beginning with Season 3, if you purchase each character individually with real money, you’ll also get the same Battle Costume and colors as you would if you have the Character Pass. We also announced the Street Fighter 30th Anniversary Collection, a tribute to how far the series has come after being introduced in 1987. This collection contains 12 iconic titles in the series that each have their place in Street Fighter history: Street Fighter Street Fighter II Street Fighter II: Champion Edition Street Fighter II: Hyper Fighting Super Street Fighter II Super Street Fighter II: Turbo Street Fighter Alpha Street Fighter Alpha 2 Street Fighter Alpha 3 Street Fighter III Street Fighter III: 2nd Impact Street Fighter III: 3rd Strike If you have ever wanted to test your classic arcade skills against fighters around the world, Street Fighter II: Hyper Fighting, Super Street Fighter II: Turbo, Street Fighter Alpha 3, and Street Fighter III: 3rd Strike are all playable online! Each of these four titles will have their own global leaderboards to prove you really were unbeatable in your local arcade. Online play features new “rewind” technology that provides low-latency matches with the ability to adjust your own input latency! Journey through the Interactive Timeline where you can browse all 30 years of Street Fighter and see how the series has evolved. The Museum contains stunning concept art, pitch documents, and little-known facts behind each game’s release. You can also explore all your favorite character’s bios and discover the story behind the fighter. Finally, sit back and let the nostalgic notes of memorable Street Fighter tracks flow through your ears as you imagine yourself watching each fight in person. We’re incredibly excited to bring you this collection so you can celebrate Street Fighter’s 30th anniversary with us! We have much more to share, so here’s to 2018! The Street Fighter 30th Anniversary Collection will be available for MSRP $39.99 in May 2018 on PlayStation 4. View the full article
  19. Breakpoint was created a little over a year ago, with the goal of creating a studio specializing in developing sports simulations, particularly tennis simulations… hence the name! This dedicated structure was built around talents who had worked on the Top Spin licence, starting with its director and founder. By the way, our director was the associate of the director of PAM, who created the licence. In addition to the company’s director, we have notably worked with Pierre André, who presided over Top Spin 3 and 4 as Lead Game Designer, as well as Jan Zamecnik, who was the Lead Animator on Top Spin 4. The rest of the team is made up of industry veterans, who all share a similar passion for the sport. Several factors pushed us to work on a new tennis game. There hasn’t been a game like this for a long time, and so there’s a big expectation from the fans. Additionally, current generation consoles are more powerful, which allows us to offer the players many new things, especially in terms of gameplay. And finally, the chance to work with a publisher like Bigben who wants to get involved in the creation of various sports games is a great opportunity. One of the key aspects of the game which we paid particular attention to is the creation of animations for the tennis players. A tennis match is a very specific choreography of movement: player movements, inertia from running, the different strokes with which you can hit the ball… Reproducing animations that are as close as possible to reality was a huge undertaking, which required numerous steps on the way. Once we defined the strokes, the movements, and the effects that we wanted to add to the game, we moved on to an important analysis phase where we deconstructed all the movements we needed to reproduce using videos of professionals: what are the different movements to hit the ball in every direction, how high do you need to raise your shot, how much power do you need to put in every shot… It is tantamount to thousands of movement combinations to recreate. Each operation must be listed and referenced for one of the key steps of our work: the motion capture phase. We did these motion capture sessions with professional players on real courts so that they could reproduce as faithfully as possible all the movements and sensations of tennis. Each movement is played and saved, in order to be integrated in the game. We’ve also given a lot of thought to how to deconstruct the animations so that they can be chained one after the other. Each movement is progressively integrated and tested in order to see if it corresponds well with the game mechanics. It was a long, drawn-out part of the development, because the more animations we integrated, the more the possibilities multiplied. A new motion capture phase is planned, in order to complete all of the different moves already available. Some of them are very rare, such as the between the legs shot but we know that with this kind of movement, players will be able to really deep dive into the tennis experience we want to offer. It’s a progressive project, which takes a lot of back and forth. We’re already very happy with the results, but we still have some adjustments to make, for example with the physics controlling clothing and hair. We have room to improve the animations and we correct everything by hand to ensure the final quality of the game in the end. Our goal is to obtain a result that will give players an experience close to what they see during professional matches. We want Tennis World Tour to meet all the players’ expectations and fill the void that’s been left in tennis games for the last six years. We’re passionate about it, and it’s a real opportunity for us to work on such a fun and demanding game. We hope that tennis fans and players in general will be as excited to play the game as we are to work on it day after day. View the full article
  20. There are two ways to approach game development, especially for VR. You can do a survey of what exists and iterate on a proven concept; ramping up the dramatic stakes or rendering better-looking graphics or intensifying the combat. Or you can imagine what should exist – we all have hopes and expectations for what VR will be one day – and see how close you can get. Well, we didn’t name the studio Highwire because we wanted to take the safer path… So, what do we want from virtual reality? One of the most powerful VR experiences is the human connection we feel to virtual characters. When a well-realized character looks you in the eye for the first time, it is as breath-taking as any traditional action scene. In Golem we focused on telling a very personal story about an injured child learning to explore the world through her magical gifts, with help from her fearless older sister and their over-protective father. With talented actors and MocapNow’s cutting-edge performance capture techniques, we have tried to bring this family and their struggles to life with subtlety and nuance that would not work outside of VR. Locomotion is a complex problem for VR games, but what we all want is to smoothly and freely explore virtual worlds. So rather than reverting to an analog stick or artificially teleporting through space, we’ve developed an entirely unique way of moving through the world. We call it “Incline Control” and it allows you to move as you would naturally, by slightly leaning your body as if you were about to take a step and start walking. The result is an intuitive control scheme, one that gets out of the way and lets you immerse yourself in the world. Once you master it, you can move effortlessly through the abandoned ruins of the Endless City, exploring the large open environment full of mysteries, hidden shortcuts and dangerous enemy golems. The final component of Golem’s gameplay was obvious to anyone that has ever spent any time in VR. As soon as the system is tracking your hand, you want to try and punch someone. And as soon as the game gives you something to swing, you want to swing it at someone. Ideally, the game gives you an 8-foot broadsword with a razor-sharp edge. One-to-one melee combat has always been core to Golem’s gameplay, and it is really only possible in VR. Unlike a traditional game, where each swing is controlled by an animation and blocking is as simple as holding a button, in Golem every attack and parry is under the player’s direct control. If they don’t manage to get their sword above their head in time, they won’t block that overhead smash. And if they miss a cut at an exposed limb, it won’t do any damage. It takes practice, but landing a successful counter-attack is incredibly satisfying. Golem has been a challenging and rewarding project for us, and we’re happy to announce that it will be available March 13th exclusively on PSVR. We hope you enjoy playing it as much as we have enjoyed making it! And in the meantime, check out the musical prequel to Golem from award-winning composer Marty O’Donnell at “Echoes of the First Dreamer”. View the full article
  21. Last November PlayStation 4 fans got their first taste of Tripwire’s seminal co-op action sci-fi horror shooter franchise with Killing Floor 2. It’s been wonderful for the team at Tripwire to see how well the game has been received by the millions of PlayStation gamers that have picked up the game since launch. Three years ago, we announced that game at PSX, and we’re excited to be back again this year to announce our next game for PlayStation 4 – Killing Floor: Incursion for PlayStation VR! The first thing to know about Killing Floor: Incursion is that it was created from the ground up for virtual reality. We believe the best VR games are made specifically with the VR platform in mind, so we set out to create something that was unique and truly played to VR’s strengths. Scale and heights can be incredibly powerful tools to elicit emotion from a player in VR and Incursion uses both to great effect. The player may find themselves standing in front of something gigantic, or standing on a high ledge. These dramatic moments can only be experienced in VR and are exciting and memorable. Next players should know that Incursion is a very tactile game – the player uses both hands to physically manipulate items in the world, to swing axes and knives, and to duel wield weapons like the star of your own action movie. The gunplay was designed from the ground up to be the most immersive and rewarding shooting experience players have ever experienced in VR. Features such as a procedural recoil animation system allowed us to model all the power and nuance of firearms while keep the action fluid without breaking the sense of presence a player only gets in VR. Killing Floor: Incursion includes a full story based campaign with four to six hours of gameplay. The campaign takes the player through diverse environments fighting through a cast of mutated creatures that range from shambling zombie-like monsters to massive biomechanical abominations. Keeping the player company on this journey is NODE, a helpful robot companion that not only shares transmissions from the outside world, but also can be ordered by the player to hunt out ammo, health and more. A large part of the fun of Incursion is being able to bring a friend to fight alongside you in co-op. As we were developing Incursion one of the surprising things we discovered was just how connected you feel to the other person you are playing with in VR. So much more than in a standard shooter, in VR you truly feel like you are standing next to the other player. You can hear their voice, but also you see every nuance of their movement. Players can literally point at things with their hands, and toss each other weapons (or detached monster parts…). This is great because the story-based campaign and the new Holdout game mode can both be played solo or in co-op. Holdout is an endless game mode where the goal is to survive as long as you can against an ongoing onslaught of enemies. As the match progresses more powerful weapons appear, but more powerful mutated creatures appear as well. Leaderboards show the world if you have survived the longest. As a special bonus for PlayStation VR players, the game will include an all new Holdout mode level to battle the zed hordes in! Tripwire can’t wait to unleash Killing Floor: Incursion for PlayStation VR. So get those virtual axes sharpened, because Incursion is coming for you in 2018. View the full article
  22. Patapon 2 Remastered SIE Japan Studio Patapon 2 Remastered – the beloved second entry in the Patapon series – is marching its way to PS4s everywhere in 2018 in resolutions up to 4K*! Separated from their Zigaton compatriots, the Patapon tribe arrives on a strange new island, fighting through mysterious new enemies and creatures as they search for Earthend! With a whole slew of new features, including 8 drum rhythms, new Patapon types and evolutions, brand new mini-games and the ability to create your own Patapon Hero, Patapon 2 Remastered is sure to keep you bobbing to the beat for hours on end. *PS4 Pro and 4K display device required to view in 4K. Shooty Fruity nDreams & Nearlight Shooty Fruity, a manic mash-up of immersive job simulation and gunplay, is coming to PlayStation VR on December 19. Scan, serve & pack produce whilst shooting guns to defend your store from a mutant fruit uprising. Pre-order or purchase early for exclusive juicy content! 20XX Batterystaple Games and Fire Hose Games We’re excited to announce the hit indie roguelike platformer 20XX is coming to PS4 in early 2018! Jump and shoot your way through ever-changing levels, collect awesome new powers, and battle mighty bosses in the name of saving the human race maybe! Full co-op means you can play with a friend on the couch or online. Children of Morta Dead Mage Inc. Become a member of the Bergson family as you hack and slash your way through hordes of enemies in this procedurally generated, narrative driven roguelike either alone or cooperatively. Experience not only what it means to be a hero, but to be part of a family. Available in 2018. Fantasy Strike Sirlin Games Argagarg the Water Shaman joins the diverse cast of Fantasy Strike at PSX, alongside a gambling panda, a wise master who transforms into a massive dragon, a quirky painter girl and others in this vibrant and colorful fighting game designed by ex-Street Fighter dev David Sirlin. Flipping Death Zoink Games Welcome to Flatwood Peaks, a small whimsical town with a problem – death is on vacation! Help the ghosts with their curious problems while also solving the mystery surrounding your own demise in this new puzzling adventure from Zoink Games. Coming to PlayStation 4 spring 2018! Guacamelee! 2 Drinkbox Studios We’re excited to show a playable demo of Guacamelee! 2 for the first time at PSX! Play 4-player co-op as Juan, Tostada, X’Tabay and Uay Chivo. Meet the Chicken Illuminati and unlock cool new chicken abilities. Confront El Muñeco in an epic boss battle. Hope you can stop by! Gungrave VR Iggymob Gungrave is coming alive from the dead after 13 years, in PS VR! We introduced new system “cooling” and “bullet time” to “full-break gun action” which received high evaluation at the time! The freshness of action, make your brain work for the strategic battle! Horizon Chase Turbo Aquiris Thrilling arcade racing game, inspired by Outrun, Top Gear, Lotus Turbo Challenge and the whole generation of super-fun-straight-to-the-point racing games. Hover Midgar Studio & Fusty Games Experience the thrills of a fast-paced single and multiplayer Parkour game. Join the Rebellion and deride the security forces of an anti-leisure tyranny. Rise up to the many challenges of a futuristic Open World, enhance your gear and perform incredible tricks and combos. Knockout League Grab Games We’re excited to announce that Knockout League is coming to PS VR. Train with a speed bag, step up your skills with the focus mitts, or see how long you can survive in Reflex Alley. Fight your way through nine crazy characters to become the Knockout League champ. Moonlighter Digital Sun Moonlighter is an Action RPG with rogue-lite elements that demonstrates two sides of the coin – revealing everyday routines of Will, an adventurous shopkeeper that secretly dreams of becoming a hero. Coming to PS4 in 2018. Mothergunship Grip Digital s.r.o. Coming in 2018, Mothergunship is a bullet-hell FPS where you can craft gun monstrosities that no reasonable person could ever lift, fight gigantic bosses, play together with your friends and defeat a robotic armada that conquered Earth! Omen of Sorrow AOne Games Clear your mind, clench your fists and get ready for a wicked battle. Powered by Unreal Engine 4, Omen of Sorrow delivers a deep 2D battle system inspired by the classics, bringing back the edge, mindset and philosophy rooted in the genre’s arcade legacy, taking it to the next level with innovative features and fighting mechanics. Join the battle, conquer darkness. Get the demo now! The Church in the Darkness Paranoid Productions What happened to Alex? To find out, travel to South America and infiltrate the Collective Justice Mission, a secretive cult where nothing is what it seems. Find the answers in one of the many ways the story can play out in The Church in the Darkness, coming to PS4 in 2018. The Forest Endnight Games We are extremely excited to bring ‘The Forest’ to the PlayStation platform in 2018! Craft weapons from sticks and stones. Chop down trees to make a base. Fight to stay alive against a vicious enemy force. Although a harrowing experience in single player, you can now team up with a friend or two and even the odds. Our latest trailer showcases the cooperative multiplayer aspect of the game, surviving with a friend, exploring caves and building a base. The Persistence Firesprite Time to steel yourself! The procedurally generated horrors of The Persistence are coming to PlayStation VR in July 2018! Tower 57 Pixwerk Tower 57 is a fast-paced neo-retro shooter where cooperation is as important as your ammo capacity. As a member of an extraordinary task force fight your way through a dieselpunk megatower and uncover its hidden secrets. Coming to your PS4 in 2018. Wattam Funomena Wattam is the latest game from Katamari Damacy creator, Keita Takahashi. Grab a friend and join the mayor to explore the world of Wattam together as you run, jump, climb, hold hands, explode, and more with colorful characters that will surprise you at every joyful turn. Wattam will be coming to PS4 in 2018. View the full article
  23. Hello PlayStation fans and welcome to launch day for LocoRoco 2 Remastered! We’re delighted to bring you our final trailer today, as well as a few tips and tricks to help you get the most out of the big, beautiful world of LocoRoco 2 Remastered! As you can see, there are plenty of high-flying, fast-rolling and crazy-bouncing adventures that await you, so here’s a few tips to help you along the way! Check everywhere for hidden areas The world of LocoRoco 2 Remastered is packed with secrets. Every wall you see, every crack in the ground, every odd-looking leaf and unique area likely holds some kind of reward, so make sure to get as close as you can and investigate! Look into their eyes As if their cute songs weren’t enough, the LocoRoco are also really great about telling you when there’s secrets nearby. If you see your LocoRoco’s antennae start to wiggle and notice them looking at something, set your controller down for a moment and let them investigate! (That’s right. They’ll approach the area on their own!) The MuiMui House is the Key ~ Every MuiMui you rescue in a stage will make their way to the MuiMui house – an ever-growing utopia for MuiMui, LocoRoco and all of their friends! New to LocoRoco 2 Remastered is the ability to collect items throughout the game and use them to continuously build new rooms and furniture for your MuiMui residents. The bigger the MuiMui house becomes, the more items you’ll receive from the MuiMui, some of which will allow you to access hidden stages! But wait! That’s not all. Those who manage to 100% complete the MuiMui House will receive an EXTRA special reward, so make sure to do your best! Get rid of the Bunyo! Throughout every stage in the game you’ll find Bunyo – little bits of black muck formed from the songs of the Moja. Bunyo actually suck the life out of the stages they inhabit, so do your best to clear every Bunyo out of all of the stages! Some are hidden quite well, so you’ll have to search high and low, but a special challenge awaits those who manage to do so. As a final reminder, those who pick up LocoRoco 2 Remastered throughout this PSX weekend will also receive a special Holiday Theme! This theme features a brand new music track and is only available for a very limited time, so don’t miss out! We hope you enjoy LocoRoco 2 Remastered, and have a wonderful holiday! View the full article
  24. Competitive players, we’ve got a major update for you. For the first time, Call of Duty: WWII players in the Americas and select Asian territories will be able to register for and manage MLG GameBattles tournaments directly from their PS4 start menu beginning today. Because Call of Duty: WWII’s new update is tightly integrated with MLG GameBattles at the PS4 system level, managing your Call of Duty: WWII qualifying matches and tournaments is easy and seamless. Starting December 10, we will be opening registration for the first wave of Call of Duty: WWII competitive events. Starting events will be a mix of classic 2v2 to 6v6 Call of Duty competitive game types including, Hardpoint, Search and Destroy and Call of Duty World League events. To bring this awesome new feature to our fans, we worked hand in hand with teams at Activision, Sledgehammer Games, High Moon, and MLG to craft a world-class tournament system for Call of Duty. The new platform and title-level integration for MLG GameBattles and Call of Duty: WWII makes jumping into competitive gameplay simple and fast whether you are new to esports or a seasoned veteran. Let’s look at some of the features that we have built for you. System-Level Teams Through the PS4 Events and Tournaments platform, you can now create and manage teams of up to 100 members including your friends, family, and favorite players on PlayStation Network. Once you setup your team, registering and participating in any of the featured Call of Duty: WWII events is as quick as a few button presses. Included in your team setup is team-specific chat, unique banners and logos, and complete tracking of your gameplay history and events you and your team have participated in. Direct Integration into Call of Duty: WWII Once you have chosen an event, registered, and checked-in, getting into gameplay is completely automated. Call of Duty: WWII and the Tournaments platform will automatically match your team with your opponent, setup the match types (including map rotation, rule set, etc.), and place you directly into the game lobby after you click “Join Match” from the PlayStation Tournaments section or directly within Call of Duty: WWII’s menu screen. But what about when the match is over you ask? Again, the integration work done between our development teams ensures that your results are automatically reported, verified, and finalized without ever having to enter the results. This makes moving to your next match (Hopefully you won!) smooth, quick, and accurate, with no manual input or verification needed. Along with this comes integration directly into the Call of Duty: WWII menus from the teams at Sledgehammer Games and High Moon. Here you can find tournaments, see the events you have upcoming, and join any of your matches that are about to start. As you can see, the teams at Activision and PlayStation are committed to offering the best place to compete in Call of Duty tournaments. Whether you want to climb the ranks to a CWL pro, or just enjoy casual competition with fellow Call of Duty: WWII fans, we have built a system that makes it as easy as possible. So, grab your friends, create your teams, and we’ll see you online! View the full article
  25. Though we have repeatedly confirmed that Shadow of the Colossus on PS4 is a full, ground up remake of the all-time classic, it is a fact that is harder to communicate via text or stills. To make it more clear, we have created a comparison video, which you can watch above, that shows the amount of work that has gone into this project to fully leverage the horsepower of modern gaming consoles. Gallery of new 4K screens For the first time, we are also happy to confirm that PlayStation 4 Pro users will benefit from two play options: Cinematic, which emphasizes image quality, and for owners of compatible 4K HDR displays, boasts a beautiful dynamic 4K image targeting 30 fps Performance, which delivers an extremely fluid frame rate targeting 60 fps Shadow of the Colossus has never looked this good, or moved with this much fluidity. To give you more information about the PS4 Pro enhancements, check out this video feature: Lastly, we are also proud to reveal a Special Edition release, which will include the following bonus items: Steelbook Collector’s Case with outer sleeve, Artist Postcards, Printed Manual, In-game Digital Extras (Ancient Bow, Cloak of Fate, “Spotted Steed” Agro skin), Two Custom PS4 Themes, Colossi Avatar Set for PS4, Physical World Map, and Colossi Stickers. Shadow of the Colossus is as much a prized part of our library as we hope it is yours, and so we wanted to make something special for you, its fans. The Special Edition will also be available on February 6th with an MSRP of $49.99. View the full article

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